Transformative Job Market
- New Career Types/Tracks: 85% of all jobs available by 2030 will be positions/careers non-existent prior to 2020 (Institute for the Future 2017; World Economic Forum 2018)
- Landing the Position: "Soft Skills" remain top priority in hiring practices, but these are increasingly digitally inflected: digital communication, digital collaboration, digital creativity, digital problem-solving (see Petrone 2019; Marr 2022)
Responsibility in Higher Education
- Inclusivity: The digital divide is most pronounced across issues of Race, Gender, and Class. When we fail to integrate digital literacy into higher education, we create double-jeapordy digital inequity (McLay & Reyes, 2019): a process by which we unintentionally widen that gap.
- Engagement: Bringing digital literacy/digital creativity practices in the classroom has a positive impact on student engagement, performance, and retention. This is even more pronounced (nearly 2 times more) for BIPOC and first generation students (Civitas, Adobe, and UT San Antonio, 2020).
- Accountability: Over 80% of Students, Faculty, and Administrators agree/strongly agree that teaching digital literacy skills should be part of the curriculum (Chronicle of Higher Ed)
A Digital Educator's Journey
Beginning the journey: Video Transitions in Basic & Developmental Writing
- two-course sequence to help students prepare for first-year composition (credits do not transfer)
- populated by underrepresented groups
Continuing the journey: Experimenting with Remix as Rhetorical Practice
Bringing Remix into the Classroom
ASSIGNMENT PROMPT
Your task or challenge is to create a digital remix project that
- (a) takes up with a social or cultural issues (one with some contemporary connection),
- (b) utilizes at least 2 rhetorical strategies/concepts we've discussed in-class or on our readings (See Lanham's Handlist of Rhetorical Terms)
- (c) engages in the practices of remix using only "found" media artifacts/elements (i.e., you must use existing media, not new creations; you might start with the Internet Archives and specifically the Prelinger Archives).
You will be graded on the overall quality of the project and your use of rhetorical and remix strategies. Be sure to detail these elements in some meaningful way in your design rationale or learning reflection (which ever you choose).
Example 1 | Socio-Cultural Commentary Remix Project by Rusty Fausak (2009)
Example 2 | A remix approach to the Taylor Swift / Kanye West / Beyonce "event" at the 2009 VMAs (and its aftermath).
- This project was published in the first issue of the Journal for Undergraduate Multimedia Projects
2023 | The Practical Values of Digital Literacy Today
- When we give students the opportunity to learn digital literacy skills and new media authoring practices, we quite literally expand their capacities for expression. This helps students not only to tell better stories but, more importantly, take on greater (or different) degrees of agency.
- When we invite students to create with digital technologies, we give them access to course content, ideas, and practices in new ways. This is not only a matter of what they might make (i.e., a podcast), but fundamentally how they might engage a given course’s content.
- When working in and across digital modalities, students can have meaningful success outside traditional modes of academic discourse. This is especially important for DEI efforts, including 1st gen, non-traditional, and international students, for many of whom traditional academic discourse can be a major hurdle if not insurmountable barrier.
- When creating digital "things," students actively want to share their work. There is a built-in public-facing condition when making digital things, and many of us, students and faculty alike, see and feel the reality of a persistent digital audience, that underlying ‘meant to be seen’ condition as when we are engaged in digital making.
Accessing Ideas in New Ways
Mia Freeman's "History of Vaccines" Digital Monument
Project created using Minecraft EDU & Adobe CC Express
Video walkthrough created using Adobe Premiere Rush
Expanding Capacities of Expression
Andrew William's "Picture Perfect" - A Remix Video
This video was a remix of Kat Napiorkowska's "Living with Depression"
William's remix was published in the Journal for Undergraduate Multimedia Projects jumpplus.net
Remix project (re)created using Adobe Premiere Pro
A Place to Start: A Couple Reorientations
Myth of Expertise (and the Digital Native)
1) Technologies change so rapidly that digital literacy educators, even experts in learning technologies, are always playing catch-up with industry.
2) The so-called "Digital Natives" that Mark Prensky wrote about in the early 2000s are now faculty who regularly struggle to make Zoom work correctly. "Can you see my screen?" ... "You're on mute."
3) The expert-to-student model of teaching works, of course, but there are advantages to embracing student directed learning approaches (self-learning and peer-to-peer models).
- Student Directed Learning helps students form habits of practice for working in creativity technologies and to learn how to learn a new technology.
4) For most instructors, the necessary 'expertise' resides elsewhere: i.e., in disciplinary ways of knowing.
- Instructor-expertise needs not be in technologies, but in helping provide guidance on methods and practices for discovering, developing, and validating knowledge.
- Instructor-expertise helps signal to students the acceptable modes and means of representing knowledge and practice in a given discipline, field, industry, etc.
Pedagogy & Practice
When bringing digital technologies into the classroom, it is important to remember that the technologies are not the focus (i.e., it is not tech for tech's sake). Rather, we must remain people oriented, pedagogy focused, and purpose driven.
- What technologies are available to students?
- What kind of activities/assignments can students do with those technologies?
- Are there clear pedagogical values with this engagement that align with course goals and student learning outcomes?
- What considerations are there for matters of access and accessibility? Hardware/software (material) limitations? Conceptual limitations?
- What kind of instruction will they need (or what kind can I leverage/provide)?
- What is my role with helping students learn the technology? Expert? Coach? Co-Learner? Other?
- Are there existing resources or support that might help orient students to the technology and assignment?
Embracing Failure
You don't have to be an expert and you don't have to be perfect. All you really need to start down this path is a willingness to fail and to share that journey with students. It can actually help in easing student anxiety about working across platforms and media. In my classes, I embrace a couple different approaches that help reorient how we think about failure.
Fun Failure, Fast Failure, Formative Failure
- Fast failure is designed to get the bad (or less than ideal) ideas out of the way and to do so quickly. What matters here is not whether a student comes up with the right idea for a project or solution, or even the best explanation or approach, but rather a quick (low-risk) engagement to (1) get ideas into the conversation and (2) to filter out the ideas likely to bear less fruit so as to better focus energy/time.
- Fun failure focuses on celebrating, quite openingly, each others' innocent and incidental mishaps and miscues (technological, conceptual, or other): e.g., I often invite students to use the last or first 5 minutes of class to share their "fun failures" and I openly share my own (especially those of a technological variety). These stories, artifacts, and shared experiences become part of the course culture (and sometimes evolve into course memes).
- Formative failure is another name for drafting, iterability, or review (peer review as well as pre-grade instructor review). The reality is that most writing or making activities go through multiple 'final' versions before being done, publishable, etc. So rather than focus on failure as a shortcoming, treat this iteration as formative (or even as a series of formative failures) that shape the work / ideas toward a better end.
Course Tokens: A gaming pedagogy approach (one option)
Tokens are a course design feature that can help lower student anxiety about course work and foster a climate committed to taking intellectual risks. They function as a form of currency (given and earned) that can be exchanged for a number of uses.
- In my courses, students start with 3 tokens (one for each major assignment) and have the opportunity to earn 3-5 more based on specific course-related challenges
COURSE TOKEN USES
- 72-hour Extension - Students can use a token for a "no questions asked" guaranteed 72 hour extension (excluding final course projects).
- Revise & Resubmit: Students can use a token to revise and resubmit any course assignment for an improved letter grade.
- Excused Absence: Students can use a token to offset an otherwise unexcused absence.
- 1% Final Grade bump: Students can use a token to receive a 1% grade final grade increase (only one token can be used in this manner)
- Collaborator's Pass: Students can use a token to turn any assignment into a collaborative project (each student involved must spend a token).
3 Approaches for Integrating Digital Literacy
ACTIVITIES, ASSETS, and ASSIGNMENTS
- ACTIVITIES | In-class engagements that get students involved with course content/ideas/issues in critical and creative ways, and doing so through the use of particular digital technologies and practices. Examples include Think-Pair-Make-Share, TikTok Creations, Meme Challenge, etc.
- ASSETS | Instructor-produced deliverables that guide students through content or practices, illuminate concepts or methods, set-up (or extend) in-class engagements, etc.
- ASSIGNMENTS (or assessments) | Opportunities for students to create particular kinds of output and for instructors to assess student learning and development based on those outputs. These assessments can range from low-stakes activities (e.g., SSS Vlogs) to capstone projects.
Activities
Think-Pair-Make-Share
Think-Pair-Share is a popular Active Learning strategy used in classrooms. The modified version, Think-Pair-Make-Share, brings Digital Literacy and Active Learning together, adding "making" (and reflection/explanation) as a key component. This allows instructors to use what students make as a means to facilitate engagement.
OVERVIEW
- 1 minute: Write down a response to a prompt.
- 2 minutes: Pair up (or group up) and discuss your responses. Select one key takeaway.
- 5-7 minutes: As a pair/group, create an image (using Adobe Express) that conveys that takeaway.
- Share image creation with instructor/class; be prepared to explain both the creation and to expound on the takeaway.
Instructor uses student creations to facilitate a discussion.
Example Prompt & Creations (Digital Gardener Faculty Fellows Program): What is Digital Literacy? What does it look like in your Discipline?
Social Media as Model
This activity invites students to "social media making" as a way of knowing/developing understanding. For example, instructors might have students create a TikTok video or an Instagram post that conveys a practice, concept, or structure related to class.
Example Prompt: Pumpkin Challenge in Minecraft EDU (ENG-W171)
Welcome to the pumpkin patch / Minecraft EDU / TikTok challenge! Today we are practicing drafting, building, documenting, and discussing our work.
- Draft: On a piece of paper, plan how you're going to build the pumpkins in Minecraft EDU at different scales (e.g., one that fits in 6x6x6 area; another in a 15x15x15 area). Think about how to represent rounded shapes in a cube form!
- Build: Using the fill command, fill a cube of your desired dimensions with your chosen material. Then "carve" your pumpkin by removing blocks. Do this for both pumpkins.
- Decorate: Decorate your pumpkins and pumpkin patch. Bonus: create Jack O' Lanterns!
- Document: Create a TikTok video introducing your build and build process to an audience of freshmen students at IUB.
- Submit: You should submit an mp4 file or a link to a TikTok. You are not required to publish this video if you do not feel comfortable.mit
- TIPs & TRYs: Use voice-over, sync to music, incorporate transitions, participate in popular trends, etc. Get creative! This will service as your soft launch into the next unit on video/podcasting.
Assets
Assets can be understood in two primary categories: instructional assets and professional assets. The former are things we use to help facilitate the learning experiences in our courses; the latter are things we use to enhance our own career.
Instructional Assets
Assignment Handouts
- Awareness Campaign Assignment for Monica Solinas-Saunders' (IUN) Public Awareness in America course
- SSS Vlogs Assignment for Justin Hodgson's (IUB) Expository Writing Course
- Reflections on Fieldwork in Gina Yoder's (IUPUI) Mathematical Methods course
Instructional Resources
- Guide to Wikipedia Afrofuturism Editathon | Gimmicka Piper (IUPUI)
- Talking Fake News Fighting Blues | KT Lowe (IUE) & Jef Reynolds
- Creating Videos and Podcasts with Adobe Rush (video guide) | Justin Hodgson (IUB) & Shauna Chung (CUNY City Tech)
- Visual Syllabus | Justin Hodgson's Graduate Course on Embodied Rhetorics
Professional Assets
- A Look Inside L204 | Miranda Rodak - Promotion Materials
- Incorporating Digital Literacy into "Intro to Fiction | Miranda Rodack - Promotion Materials
Assignments
Course assignments are opportunities for us to assess student learning and development with course content, practices, and approaches.
- This is the most common way faculty integrate digital literacy into work with students and typically starts by providing students a "digital option" in addition to the more traditional assignment.
This page has featured student work from many course assignments, but below are more student examples (working from simple to complex) across a range of modalities. Collectively they start to gesture toward what digital literacy, digital creativity, and digital learning can look like in the classroom.
Multimedia Essays
- Mental Health on College Campuses by Carolyn Ciolfi (IUB)
- The Crossroads of Indiana University by Ryan Canfield (IUB)
Journal/Magazine Articles: Research-based Writing
- A Hoosier's Home by Noah Benson (IUB)
- Names. Because One Just Isn't Enough by Caitlin Alexander (IUB)
Image Engagements: Infographics/Composites/Posters
- Fabulous Scroll | Chloe Lambert (IUB)
- Plastination: Unlock a World of Post-Mortem Possibility | Hannah Moreno (UT Austin)
Audio/Podcast Engagements
- Podcast on Collins LLC | Kaia Wells (IUB)
- Sweet Interruption | David Bistline (UT Austin)
Video Engagements
- Fear is Contagious, is AIDS? by Rachel Yokum (IUB) | JUMP+ Issue 10.1
- After the Glow: Radium Girls by Kasey Julian (Oakland University) | JUMP+ Issue 8.2
Pedagogical Transformation(s)
As instructors create space for more digital literacy and/or active learning in the classroom, some of the core policies and practices of the class may have to evolve as well to accommodate this new orientation.
New Course Models | Digital Literacy + Active Learning (e.g., ENG-W171@IU)
This new course in the IU curriculum was co-created by Justin Hodgson and Miranda Rodak (IU Bloomington). W171 fulfills the First Year Writing Gen Ed requirement at IU, brings together active learning and digital literacy, and features a mentor / apprentice co-instructional model.
A Place to Start (20min)
The "One Thing" Teacher's Challenge
In 10 minutes: Think-Pair-Share
- Step 1 (1 min): write down a series of ways you can see adding digital literacy elements to your course - think assets, activities, and assessments.
- Step 2 (2-3 min): Partner up with someone and share your ideas. Identify one practice, approach, or place to focus on implementation and describe it in a sentence (think of a title for it or a line you might post on twitter).
- Step 3 (5-7 min): Go to express.adobe.com & login. Then create an image that represents /conveys / communicates what you identified in the previous step. {Be sure to play around with templates, adding content, manipulating multiple elements (images/text), etc.}
- Step 4 (1 min): Publish & Share the work with the class/group - i.e., Share/Publish the image as a URL and then paste the URL in our shared GoogleDoc.
- Step 5 (5-10 min): Discussion - Share with the class/group your idea, its implementations, and key considerations.